When I drag a static mesh into the foliage mode window, I see the big +, but then a window pops up prompting me to make a version of the static mesh that is a FoliageType. I created a new level in the same project to test and using the same static meshes (grass), I can drag them righ into the foliage window and start painting with them. It seems to be something with this level, maybe a setting? I did test some foliagetype assets in this level, but deleted them. Maybe using them sets them to some default. But I can’t get it to use static meshes now. Thanks for any help.
Hi @User-4cff5f1c4e,
Yeah, this is expected behavior. Dragging and dropping your static mesh into the foliage system is really just a shortcut for creating a foliage type. If you look at one of your foliage types inside the tool you’ll notice that there are a lot of properties specific to foliage that is not part of a traditional static mesh. These settings need to be stored somewhere, and that’s inside a foliage type asset. Good news is that you only need to create a foliage type asset once per mesh. Any changes you make to the foliage will automatically be saved to your existing foliage asset.